L3 Games Design: VR/AR Concept

Story Development:

Our VR story starts of with a character called John, John is in a old building as part of a group of people testing out a new game. The first scene starts with the camera focused on the door, John then walks into the room and sits down on a chair. Moments later another man walks into the room dressed in a lab coat and places the box in front of John on a table. Just after the box is placed on the table John asks “Wheres the rest of the test group” when the scientist quickly replies “You are the test group” then walks out the room leaving John in there alone with the VR goggles. There is a voice over the top of the room coming from a speaker, it’s the scientist that walked in, he says “John, please could you put on the headset,” John looks at the headset nervously and continues to out the headset on. As soon as the headset is on he is sent into another world of virtual reality, John looks around and explores the world that he is in, John then takes the headset of. The scientist speaks again “How do you feel John”, John sits there in excitement, then he just smiles.

Treatment:

The working title is VR through space. This short promo will be an advert about one man testing the new VR headset and entering a world of space to explore for himself, this is a very short film as the promo is mainly about advertising a certain new product that is coming out in the future. The overall target audience would be towards teens and adults as it is a VR game that you have to have a lot of knowledge about space, furthermore when doing research it is most profound that teenagers and young adults are most likely to purchase a VR headset. The main character is a nervous man going to a test group and testing the latest new product. The main character is very un-easy about everything that is going on, but when he experiences VR for the first time it turns him into a whole new person, full of life showing how fun virtual reality is. The first set of scenes are in a room when the character experiences what virtual reality is really like. When producing this promo the equipment that we will need is; lighting, camera, sound and the VR headset as a prop and maybe a lab coat for the scientist, the shot set will be when the man opens the door and goes in the camera will be looking at the door coming from the out side going in, then the camera will be in the room. The next set of scenes will be entirely in front of a green scene as the character is in a virtual reality world. We will need to get lighting, a camera, sound (boom mic) that will cover those shots. For audio in the VR world there maybe some themed background music but 100% there will be ambient noise such as a breeze and birds chirping to produce the natural feel of the outside. I feel this is a good idea for the project as it shows a man becoming happy again and that from the experience it gave him happiness. Therefore, I feel that this trailer will keep the audience watching because of its a strange nature and the interest to find out what is going on will happen, to make our environment we will use maya to create the virtual reality world. We will most likely finish the 3D work when we get to post production. The only thing we may have to buy would be the lab coat the scientist wears as the equipment like the camera sound and the VR headset we can book out from the college.

Roles:

Elliott – Pre Concept Artist, Sound, Lighting during production

Liam – Sound, Pre Concept Artist

Alex – 3D Animation, Director, Script, Actor

Rokas – 3D Animation, Cameraman

Josh – Research, Actor, Pre Concept

The assignment began week starting 20th February –

 Monday 20th February- Research : Concept of AR/VR –

  • Produce a historical timeline of AR/VR in fiction and visual media.

Tuesday 21th February- Research : Game Concept –

  • Devise a game concept and from this chose which story mechanism your promo will follow – investigate a range of media where VR/AR is use.

Wednesday 22nd February- Research : Treatment & Visual Identity –

  • Produce a story idea in the form of a Treatment and story development
  • Research your ideas for a visual identity, look at visual references for scenes, props and characters.

Thursday 23rd – Sunday 26th- Research : Finish any remaining research tasks and go over research tasks completed to make sure they are to good standard.

Monday 27th February- Asset Production : Generate Ideas-

  • Generate drawings, images, photos, and found materials of ALL the assets you intend to use in your promo. This will include scene, character and props that will appear in your production.

Tuesday 28th February- Asset Production : Graphics

  • Consider graphics and titling to be used in your promo, collect examples of font and designs for logos.

Wednesday 1st March- Asset Production : Gathering Assets

  • Produce scans, animations, live footage, 2D/3D and stop-motion animation, gameplay and collect internet and copyright free material of the assets that you will use in your promo.

Thursday 2nd March – Sunday 5th March- Asset Production : Soundtrack

  • Generate a soundtrack and sound effects using Garageband, Audition, live instruments, etc. If using spoken word produce a script and record this narration using industry standard techniques.

Monday 6th March – Prepare Files : Organisation

  • Organise and label files into the correct folder structures using industry techniques for naming conventions.

Tuesday 7th March – Prepare Files : Storage Device

  • Store these files onto the correct storage devices.

Wednesday 8th March – Prepare Files : Editing Visual Assets

  • Manipulate and edit the visual assets using background and motion effects (including chromakey techniques), filters, transitions and titling. Use After Effects and Premier Pro.

Thursday 9th March – Sunday 11th March – Prepare Files : Audio

  • Manipulate and edit the audio assets to fit the visual edit. Use Garageband, Audition, recorded narration (ADR) and Foley.

Monday 12th March – Prepare Files : Final Edit

  • Edit both Video and Audio assets to create a final edit, output these to the correct compression settings for: a) Youtube/Vimeo web streaming upload. b) In-game video.

Tuesday 13th March – Prepare Files : Final Promo

  • Upload the promo to the desired destination (YouTube and/or Vimeo)
  • Check for colour grading and studio quality and adjust values to suit purpose.
  • Feedback from a test screening
 Until 27th March go over all work to make sure it is distinction level standard and make sure everyone in the group is happy with the final result and each of their inputs have been heard.
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L3 Games Design: The History of VR/AR Game

Virtual Reality or VR first dominated the scene in 2015/2016. First came the Oculus VR and this already had a foot in the gaming industry before Facebook took over the company for $2 billion, and then Sony came up with their own idea of 3D experiences by creating a project called Morpheus. Morpheus is a headset that immerses gamers into different elements of 3D experiences.

Before VR first started to dominate in 2015/2016, Sega’s Master System 3D glasses first appeared in the 80s, the Master System was a flickering headset that re-created the effect of 3D in a private setting. Although it is compared to today’s 3D standards, it created a unique effect across different 3D games, including the like of Space Harrier, Maze Hunter. Zaxxon 3D and Missile Defense.

At first, the headset didn’t sell as well as Sega had hoped, but the 3D trend came back when Sony introduced a more casual style with certain PlayStation 3 games, including Killzone 3, Sly Cooper: Thieves In Time and the Ico/Shadow of the Colossus Collection.

In 1995, Nintendo decided to give virtual gaming a try with its 3D red-and-black based headset, the Virtual Boy. After finding success in a rental campaign during the summer, the company launched it at retail for around $180. Several 3D games were introduced, including Teleroboxer, Red Alert and Mario’s Tennis, a brand that jumped to other consoles after its VR debut. It also introduced fans to the Wario Land series, which continues its success on the Virtual Console.

Not everyone was a big fan on the Virtual Boy, people found the feeling very queasy from the experience. The Virtual Boy introduced some good ideas before Nintendo discontinued it the following year. The aspect of 3D gaming would stick with the company, eventually returning with the release of the 3DS in 2011.

Virtual reality re-entered the gaming industry again when a company called Oculus VR developed a headset called the Oculus Rift. The device first got its start through a successful campaign, and soon after, Oculus began showing off the tech at trade events, where it was well received.

The Oculus rift has a very good amount of popular games that entices people entertain themselves with the Oculus rift game library, this is because it utilizes both original games and popular hits. Games such as Doom 3, Mirror’s Edge and Hawken were adapted to take advantage of the headset, and savvy developers created everything from an 8-bit Legend of Zelda game to the horror adventure Dreadhalls.

More importantly, it now has support. Facebook paid $2 billion for Oculus and its high-tech Rift gear, but it intends to let the company run on its own, meaning the the headset is still on tap for a consumer release a few months down the line. Still, with financial backing now in its corner and increased accessibility, Oculus now have the ability to find the audience they need and they want to make virtual reality very popular again.

 

L3 Games Design: VR Treatment

Our VR gameplay starts of with this one man putting the VR headset onto his head and emerging into a world of 3D space. The character will then be able to explore the 3D space and get a view for what it is like without actually being there in reality. We chose to base our VR experience about space because it can be the most pleasing because in reality not many people get the chance to go to space and explore each planet.

The main equipment and software that we will be using to create this VR project will be Maya as our main software for the 3D environment and then using after effects and premier pro for editing. When filming the VR scene we will be using a high quality camera and and rode mic to make sure we capture every part of the scene we need to produce a VR scene to the best of our ability. Furthermore, we would need to make sure that we get all the correct equipment to produce the correct lighting for our VR experience, whether we make the scene a very dark scene, or whether we want to capture as much light as possible.

The target audience for this project would be based for people around the ages of 15+ just to make sure that this would be the correct age for people to view our content. The full trailer will fit into a 20 second limit and will be a half 3D animation as thats what we are using as the background environment.